// AWAITING OPERATOR

Circuit Keep

The intrusions walk over your towers. You carve their routes yourself.

Maze tower defense on a reactive circuit lattice, with no fixed paths. Wall the open grid into a killing maze with firewalls, line the routes with damage, and hold the Core — a pure puzzle of position you can pause anytime to plan.

// 01 · YOU BUILD THE MAZE

No fixed paths — intrusions walk over your towers

There are no preset routes. Intrusions cross an open grid and walk straight over your modules, so you don't block with your guns — you carve the routes yourself with firewalls and force every wave down the path you chose.

// 02 · LIVE CHARGE ECONOMY

Charge only flows while the sim runs

Charge — the currency you spend to place and upgrade — only accrues while the simulation runs, and every powered module draws upkeep the moment combat resumes. Every placement is a live budget decision.

// 03 · OPEN PALETTE

Every unlocked module, every wave

Anything you've researched is on the palette the moment you can afford it. Your full roster is always available — what you field is a decision, not a dice roll. Pure strategy.

// 04 · INTRUSIONS THAT FIGHT BACK

Each family forces a different answer

Scramblers slow your modules' fire rate. Parasites ignore the Core to latch onto your charge nodes and drain your income. Phasers slip through your firewalls; hoppers vault them; breakers chew through them. A dozen families, elite variants that stack new affixes on later waves, and three bosses that each rewrite a rule mid-fight.

// 05 · A CAMPAIGN THAT TEACHES

Three acts in, then open escalation

Three acts introduce matchups one family at a time. A persistent research graph layers permanent, campaign-wide upgrades, earned by scoring stars on clears. When the campaign is done, endless mode escalates until the lattice finally falls.

// 06 · DEEP BUILD-CRAFT

Two upgrade paths, then a capstone that reshapes the module

Every module climbs one of two upgrade paths to an L4 capstone — crit, knockback, pierce, and more. Switch a module to its other path mid-fight to answer a wave without losing the levels you paid for, or recycle one past your battery cap to overcharge the whole lattice.

// CONTRACT BRIEFING

How a cycle plays

  1. Pre-wave

    Time stops. You wall the open grid into routes, place modules on the network you've powered, and upgrade in place. The simulation is paused; placement is the whole game.

  2. Breach

    Press BREACH. Intrusions spawn at a breach point and pathfind toward the Core. Charge nodes broadcast power, drivers fire down wires, fields slow what gets through, and you focus-fire the threats that matter.

  3. Clear

    Surviving a breach pays a clear bonus. Spend it on new modules, upgrades, or research that grows your roster between contracts.

  4. Hold

    Repeat until the contract ends — or until the Core fails. Crafted campaign levels teach the toolkit; endless mode is open-ended escalation.

12

Module families

12

Intrusion families

40+

Campaign levels

3

Acts & bosses

Endless mode